#math-and-meta
1 messages · Page 315 of 1
yeah actually i take that back, they are very heavy on copper/alum and use a significant amount of SAM
yeah, dmr for the ikea lamps is a bigger issue
but i feel like the singularity cell part is kind of tolerable
and good sloop multiplier on copper powder
and most of the alu goes into ficsite
SAM breaks first (mostly because of ficsite ingots) but the DMR for ficsonium accelerators is also a heavy cost (double that of the SAM cost in singularity cells)
double? quadruple
yeah i suppose that is equally valid nvm
if you consider all DMR from both the rods and the SAM as one supply, 4x goes to ikea lamps as to sing cells
200 uranium waste = 1 plut rod
2 plut waste = 1 fics rod
so it's kinda arbitrary 😛
feels like somebody could have fatfingered a zero and we wouldn't be having this discussion
actually, now that I think about it, another issue is that the endgame doesn't require nearly enough power to warrant setting up nuclear in the first place
kinda, but complex power plans can be a fun project
buff plutonium 2x, ficsonium 10x, increase power consumption in phase 4 and 5 by like 2-4x and nuclear makes sense again
what you "should" do is that instant rocket fuel or w/e for 100gw in the current game, and just move on because it's plenty of power and takes 10% of the time to do
you could get by on regular-ass fuel from tier 5 if you really wanted.
and it's not like it would take that much extra effort compared to rocket
double, at most
6 refineries, 12 blenders and a few sinks + power shards = 100gw
in several places you dont even have to import anyresources
meanwhile, 100GW from fuel
yeah just a lot of machines and pipes by comparison
i think it would be quicker to prog to p4 on 10gw and then make 100 that way
but at least fewer resources to collect
but 3k oil is kinda difficult to find all in one place iirc
so if you really want 100 GW, it might not be a great idea
80 GW might be possible in one spot
or just do 2 power plants
and 100 GW of waste-free nuclear 🤣
nope, even at 4x augment, SF Optimizer still chooses rocket fuel to make power
someone played with optimiser a bit ago and it was in the 14tw power setups IIRC 😛
They spam augmentors and feed most of them with the thing to make it +30%
that was probably me lol
250 GW from ionized and 2.5 TW from rocket
and 1.35 TW from uranium
all multiplied by 3.7x (from 9 matrixed augmenters)
and you get 15.2 TW
if you allow uranium and plutonium waste, it's almost 19 TW
then it's 1.6 TW from uranium, 2.1 TW from plutonium, 150 GW from coal of all things, and 1.7 TW from rocket
and 8 augmenters
no ionized, no ficsonium. go figure
no ficsonium in either
yeah it needs some change, being super complex but then mathing out to worse than the simpler/easier/earlier options. The same resources build more of those things, easier, earlier. Something has to give.
hopefully one that doesn't brick my 200hr powerplant 😄
I'm hoping they announce something before I get to building my ficsonium power plant
I made a mod to make it make sense, but I'll absolutely take the dev's solution if it's good
I'd be pretty shocked if they changed anything related to actual production lines anymore
Same, but imo they completely botched the balance of tier 9. Is it worse to change it or let it be trash forever?
Also, while satisfactory technically isn't in early access anymore, 1.1 totally got the early access treatment. Most buggy experimental I experienced, released to stable with some bugs still left
Hiding behind not being early access anymore doesn't really work when they pull stunts like that
Matter of opinion, though. IMO the tier 9 balance is great
Bagginess is beside the point; it's backwards factory compatibility which I don't think they're going to be willing to break, post-1.0
(I'm honestly not saying that re: tier 9 to be contrarian about it; I legit think it's great. I know you and I disagree on that point)
Only around 0.5% of players are making ficsonium, and every single one of them that i know (plus more looking in from the sidelines) wants it to be changed to be not stupidly underpowered
not sure where you got those stats from
something like rods take double plutonium waste and burn for twice as long would be quite non destructive
I know of many people who said ficsonium was fine and doesn't need changing
I think the only "buff" I'd say is reasonable would be disallowing sinking of pu fuel rods
not allowed to post strawpoll so reacts i guess
Do you want Ficsonium to be buffed?
👍🏻 for yes
👎🏻 for no
kinda unfair that I can't react
Yes, 4x the MJ to 500k
I can't react either, its rigged👀
It’s ridiculous how they made rocket fuel so much better than the ultra late game stuff
That's odd maybe this person blocked me for some reason hmmm
? Is it because it’s a white one
For context, the reason i would say unambiguously yes is because ficsonium generates less power than other power sources, both wasteless and with waste, despite unlocking later | being more complex | being more expensive. Therefore it has a bunch of downsides without actually being better at anything.
For wasteless it's more power to use the SAM on converting to uranium instead, and sinking plutonium rods.
With waste it's more power, lower complexity and lower tech to instead make more uranium+plutonium with those resources.
what a way to run a poll, block all that disagree with your opinion 😄
Normally you can't react if the person has you blocked but I honestly dont know, its odd
Ngl I'm kinda amused to see Aeryn has Greeny and Slech blocked, I get it... but I find weird shit funny
Well idk what to say, does this person have us all blocked👀
Plus you’re literally making it from singularly cells, like bro why did they not make it so broken?
I think "disallow sinking of PU waste" is a much better and balanced solution
I hope they don’t take my criticism and decide to nerf rocket fuel to the ground lol
"balanced"
yes, balanced. You have to pay for your wasteless solution
If it came with appropriate buffs, sure
the whole point of ficsonium is to be the "wasteless" solution, not to make tons of power
We tried to milk more power out of the thing but, well the creator is still there
Can you see his msgs?
Oh well it's not like reacting to a poll will change anything, still its odd that im blocked, well best not to think to much into it
yeah, because it's only one-way block
Have you got some secret info from the Devs or just making shit up to suit your narrative?
would be 3:3 now, instead of 3:1 🤷
Yes but it can't react, which means im blocked, but i honestly know as much as you
Pretty weird block function
I could ask the same for "why do you think ficsonium is for power"
Discord has always worked that way, that's how I know in this case im blocked, why that is I couldn't tell you
and afaik in one of the videos/streams they said practically that, something along the lines of "ficsonium is expensive but allows you to get rid of waste completely"
But for whatever reason this person doesnt want to interact with me, its odd but maybe some history here i dont remember hmmm
Oh well my memory is turning up nothing
Well, it currently doesn't make sense for power or waste disposal compared to just sinking plutonium. And if you disallow sinking plutonium, the comparison will be rocket fuel instead. It still doesn't make sense to put effort into it if you just want power.
You can get rid of waste completely while generating more power with less complexity by sinking plutonium rods, so yeah that is a pretty severe contradiction if that's the plan
I can get rid of waste by spamming a bp that can store 1.5m plutonium waste in a secluded area of the map
man I have so little time now.
I need someone to make me a blueprint about logic gates
Just 100 of these blueprints can give me 3 years of playtime btw
Maybe I just want the challenge of making the funny IKEA lamp
I've been blocked for so many weird reasons that I no longer care about them. Last time I asked somebody, it turned out the reason was "a single message 3 years back took out of context and wrongly understood, so now they think that I'm changing opinions all the time because my messages were conflicting with their understanding of that single out-of-context message from three years back" 😄
Would it hurt your challenge if it was an actually good power source?
you have 3000 containers in 1 blueprint?
rocket fuel is insane refinery and gen spam
no comparison in my book
i probably fucked up an order of magnitude there
By the time I'm done with the challenge.
I'm done with the save... so the power means nothing to me
6348500 is 1.5 something million
Yeah I figure that's what's happening for me to, best to not think about it too much, and it won't have the person magically unblock us either way
63x48x500=1,512,000
here's a challenge for you guys, mk1 belts only
Exactly. You don't care. But I get severely demotivated knowing that I could achieve the same power output much easier, cheaper, and with earlier tech.
Because of that, I still haven't made Ficsonium, despite putting in 300h since 1.0 released. I restarted for 1.1 because I made a mod to make tier 9 more enjoyable. Because all 3 T9 vanilla power sources are just shit
that's 126 hours though for 200 waste per min.
3 years is 26,280 hours
so 12,600 containers
I haven't either, FFRs are to expensive
I am disappointed by t9 power options but I can only use modded recipes to work around that
200 bps isn’t that bad if you got uploaders that are fast enough
So far, I still haven't heard from anyone that they like Ficsonium and Ionized Fuel as they are and any buffs to them would make them worse
Other than breaking existing factories, I don't see any reason why buffing them would be detrimental
ye just a lot of storage things, belts etc
Yea you need 1200 beams and pipes to build a 63 ISC bp
Can’t do it with uploaders
getting a quarter million beams and pipes is no trivial matter 😄
that's "build in p3 and come back 100 hrs later" quantities
I’ve done a 100k wire power storage systems so it’s not that bad
yeah i've done similar
250k beams and pipes is just 10 hours or so of a medium factory for both
416 beams per min is rather large
I actually was going to give it a yes react, but since im blocked they get nothing from me
Yea but with aluminum beams it’s pretty easy
Yeah I'm not going to be contrition on liking Ficsonium.
I like it for it's lore implications, not how it functions as a gameplay factor and that is what this channel is for.
I'm doing it because I'm making a lore build and I'm going to enjoy the process... after the headaches of actually building it. Going to record it and have a creative outlet.
The IKEA lamp is most likely a quasi-star/blackhole that burns out and leaves nothing behind. So yeah I fucking hate it from a gameplay perspective and if I wasn't doing vanilla I'd grab your mod to make em better :D
I literally spent days, weeks learning to mod and actually making a mod to make T9 more like I think it should've been. I've never had anywhere near this much motivation to fix something I disagree with in a game. I think this speaks volumes on what I think about it
-# thanks McGalleon btw
There is an achievement for it right?
no...
The mod doesn't make them easier, oh no no. It makes them cheaper in SAM, Bauxite, Coal and a few other things. Even with it, and a 2x power output increase (that isn't included in the mod), I still don't think it's worth the effort and resources compared to rocket fuel. But to do that, I'd have to make it even cheaper, and at that point my alt recipes would become nearly objectively better than defaults and that wasn't the goal
Cool if you fix it share the mod because I agree
It's in my bio
Soon I'll also upload 3 more mods that I'm currently using but didn't have the time to upload yet:
The 2x power for Ficsonium Rods
3x power for Ionized fuel and a slight buff the to dark ion alt
Ficsite ingots from steel and copper (so ficsite can be made from all ingots) (I still have to rebalance that one)
100 iron ingot to 5 ficsit
Ficsite from iron is already a thing
the problem with most resources for ficsite is that it takes too much more SAM and that hurts more than cheaper resources help
Cool, also yes ionized fuel needs buff because its even worse than FFRs
And actually results in negative power gains if you try to use it for power...
The details in my T9 builds reflect the thing they are making so dark matter energy equations for the SAM fluctuators.. along with the much easier to write E=mc²
So the idea of putting the details for a star blackhole thing is appealing
Legit the main reason I'm doing both Nuclear and fueled APA over any ionized fuel (for power)
Not with the other alts from my mod
The bauxite/aluminium actually became a biger issue
Hence a steel and copper alt. Will be useful to me, will probably be useful for someone, and I think it makes sense to be able to make it from all metal ingots
Would've actually just used the iron recipe if it wasn't for that last reason
Anyways I'll check out your mods, because t9 base recipes for FFRs and ionized fuel is just bad
I've even asked people to make fake quantum equations to explain how sloops work... no result :)
Lol
Isnt the in-game explanation something about harvesting energy from local space time?
Yeah but trying to put that into something like this ΩDM h² = ρDM /ρc
or
Doesn't seem to work too well
As someone who has taken a quantum mechanics class... fuck no. Real equations are enough of a headache
And I want to have one that explains how the APA works along with the Power Matrices to bring the power up to +30% and how that would actually work on a quantum level, in the mean time I have these in the APM build

Just ask someone that has a PhD, they might be able to come up with something 👀
Hey KYO wanna come up with something? hoyhoy
I could just unironically ask the dev/psychopath who had to figure this shit out to begin with
Its a game they just made this all up
I believe
If I end up out quantum nerding the actual devs I'll take that as a W
If you do CSS should hire you as official lore expert
That's Hanhan's job
Plus McGalleon come up with the quasi-star/blackhole thing so
No they put in all of the floating objects, unless that's lore to👀
She's the world builder... and the world builder
I want to hear the deep lore about the floating grass
The planet is alive and the grass is billions of trillions of individual fingers reaching out hoping someone notices
The intrusive thoughts wanted to type "Hoping for someone who cared about this conversation"
But I'm a good pioneer and we ignore those mean thoughts :)
Seeing as it's funny I typed it anyway
Deepen
ya still havent included this somewhere 
or the simple form...
i care,bring out the nukes
That will likely be going on the APA itself
if you rearrange it some more, the simple for can become
P = 50 x (100 + n + 3m) (P0 / 500 + n + m)
It's 10 + n + 3m in the first parentheses but yes
ah yes, 10 not 100
What am i looking at
power output of APAs
n is amout of normal APAs; m is fuel APAs
P is power out and P0 is base power
i tested it, the equation is accurate
well, the devs gave us the equation. these are just simplifications (and "simplifications")
so do fluid manifolds just not function properly or are they just incredibly slow to get started?
depends how you built it and how many machines are connected
generally they work, but some specific setups might not
fluid manifolds generally derate pipes significantly due to backflow
y'know I really do wish I ask questions before placing 350 refineries xd
Are all of them hooked up to a single manifold?
nah like 6 seperate manifolds, I atleast did a little bit of math to make sure the water per minute needed didn't exceed 600
yeah do it again but with 400
Nah, just put the main pipe above the refinery inputs and you can pretty much always do 600
I can't tell if the design is good or should have me put into a psychward
The manifolds themselves are fine. But the way you connected them is... questionable
Do not ever make fluid go up at a split
Or at least if you're trying to get close to pipe limits
it's flowing down if that's what you mean
you can maybe do more, but that's exactly the issue - it's not well explored or documented so we don't know exactly how much more or how universal it is; we only know that it doesn't solve the problem. It probably mitigates it at least sometimes. A lot of different approaches do that, and some of them work better than others or combine with each other in good or bad ways which can be confusing and uncertain.
The root cause is flow rate excess and the most direct way to fix that is to flow less. To that end i've yet to see 400 ever fail, so it's an easy fix to communicate.
I suppose I can't really argue with that, it's just that "do it again" isn't particularly high on the list of truths I want to accept on a sunday afternoon xd
It's pretty easy to basically just split a 600 pipe right before a manifold into a pair of 300/600's and connect those
First I'd suggest checking your math. I do not see anything immediately obviously wrong here
And identify where the issue is exactly
well I need about 3351 water a minute total, so I decided to go for around 3600 to me safe, I think the problem could also lie with the drone throughput for the packaged water, it's either gonna be that or the pipes just not being able to fw the sheer amount of manifolding like Aeryn suggested.
I suppose I'll see if I can't add a drone or 2 and if that doesn't fix it redo my piping.
Bro just identify what the issue is exactly instead of guessing
Sounds like a lot going on in the build. Troubleshooting seems difficult.
Pretty easy to look at packagers and see if they're running at 100%. If not, are they stalled full or stalled empty?
Finding where the issue is is always easy. Identifying what it is and fixing it is the difficult part
most of what makes builds good i think is being obvious and easy to troubleshoot in design
Hey, what's a good location with caterium, copper and quartz?
Well, I guess there's some good places
Also, is it me or oil is very versatile
You can use it for electronics, steel, better normal recipes
Power
yes oil is versatile. Like in real life
oh hey it's mcgalleon
you just updated repan!
I was wondering when that was gonna get updated
thanks for your work!
Have fun! Still waiting for FexPan dependancies to get updated unfortunately....
What’s repan? 👀
a mod
:PraiseMcG:
Sounds like a dumb question but when designing my factory should I separate it into sections? or should I just build it all as one?
that mod looks like so much fun, so I can't wait
I find it easier to build different facilities for different parts. I have a starter factory that has all the base iron, copper and concrete that you need at the start. And I have that storage piped into a dimensional depot. As I go into the higher tiers, I have entirely different buildings for things like modular frames and motors and whatnot. When you need to move items from far away areas of the map, that's where trains come in handy.
depends on your use case. some people find it simpler to build it all in one place, some people find it better to build seperated facilities. hard to advise you not knowing more info.
Main upsides of smaller, compartmentalized production lines is easier designing, easier troubleshooting. Downside is often needing additional logistics connections to link those factories.
help me #math-and-meta
I want to set up a modular frame production at a relatively low capacity (a little under 10 per minute)
using iron wire, stitched iron plates, cast bolts and bolted frames
I think.
if I'm not completely wrong
there is a specific amount I can underclock stuff to get an exact ratio from these alt recipes using exactly 120" iron ingots
Basically it's to expand my starter factory, I'm coming into steal and my production rate of most items is ass due to efficiency constraints I created but now that it's time to expand for bigger and better horizons I want to ensure I can produce most of what I need inside of a nice taken care of factory ready to hold me up until I can do bigger and better projects
theoretically I could double it to a little under 20" modular frames by using 240" iron ingots
and just increase the amount of machines
but I need help figuring out the exact ratio
and what over- or underclock to set everything to
you'll be able to make more with default frame instead. both bolted recipes are expensive
cast screws aren't any cheaper
the ratios from exactly 120 iron/min don't work out particularly well lol
I'd need to either have twice as many modular frame assemblers or overclock them all to 250% though
multiples of 343rd of a machine
I would just not care about clocking them exactly
clocking doesn't really help you with 343rds
1.343?
no, multiples of 1/343
o
huh
thing is
if I were to use exactly 70 ingots for iron bolts and plates and the previous steps making bolted frames
I'd have to use 55,(5) ingots for iron wire
which, obviously
doesn't work out to 120
I know there is a mathematical must for the two to meet
bolted frames have 1/1805 in there
that's why I always tell people to give up on exact clocking
there are no benefits anyway
just round everything up
well, from what I can find
theoretically if I dial every over- and underclock byy...
...this ridiculously long number that is equal to 108/113
(it's most likely not complete)
clocking is only accurate to 4 decimal places
then it should work out perfectly with 120" iron ingots
it's better than not trying anything, right?
it's more work for not benefits so by my count it's worse
the biggest issue with using the normal modular frame recipe
is the fact I'd need, well-
even with a slight overclock, a good 2 more machines
oh sorry
4 more
or wait no 2 more, yeah, I'm going for 10" modular frames
from 120 iron you can only make 6ish/min
whuh?
theoretically with 125,(5)" iron ingots
I can make 10" modular frames
which means
I could make 9,55..." modular frames
with just 120" ingots
if you have pure iron, sure
without it for 10 frames/min you need at least 190.(5)
wait no I'm
you're right yeah I forgot about the 75" iron ingots for 50" iron plates for stitched iron plates
..that's
exactly what I was trying to do
or
wait no I'm wrong, no, I used screws instead of bolts
satisfactory calculator suggested some crazy setup with bolted plates and bolted frames in the same chain
with some rather concerning ratios
that's because satisfactory calculator is a garbage calculator
that ss is from satisfactory tools
the main reason I tried to use stitched plates tbh is because they use much less iron plates (comparatively to the amount of reinforced iron plates)
bolted iron plates are just.
a more compact version that costs way more screws
40% more
well, 38.(8)
since the iron plate to reinforced iron plate ratio stays the same - 6 to 1
but instead you need 40% more screw constructors, and more smelters
and that's comparing devault vs bolted plate
stitched takes even less machines than default
true
but stitched needs wire
and at veeeeery weird ratios
that only start working out once you get into very high numbers
like, the first time the amount of iron plates becomes cohesive is at 4 normal speed stitched iron plate assemblers
and it's still 75
which is 112,5 iron ingots per minute with the standard recipe
which will probably, eventually, make my blood boil
using overflow manifolds will make me go absolutely crazy though 
tf is an overflow manifold
mostly in a visual sense, and the fact that everything will be jittering
and?
well. just a manifold, normally, but I got a mod - specifically to make manifolds as clean as possible, that gives me an adjustable ratio splitter
clean manifolds with no jitter.
just do a normal manifold
that's why 😭
you're going to want to kill yourself when you get to later tiers lmao
if you have so many issues at just barely reinforced plates
I mean. I did have a perfect efficiency 240" iron ore to 20" reinforced iron plates set up on my non-AGS save
that's 40% more iron than the minimum lol
yeah but that was without any alts except cast screws
I only had cast screws, and it was 4 constructors
also why are you using the symbol for arcseconds?
not- quite that
I've already explained it in detail once in #design-and-architecture but
I got tired of writing /min, and then pm every time I'm talking about minute rates, so I used what at times is used to denote minutes (mostly on stopwatches) - " - and used it by kind of inverting the unit
so instead of 120 ingots/min, it's 120min ingots
aka. 120" ingots
oh, they're '?
" is seconds
whoops
or inches
Learning is funny sometimes :)
well, that won't be an insane adjustment to make
just throwing them off feels like it won't. quite work
just skip it. all item measurements in this game are /min anyway
technically [amount]min [item] is the same as [amount] [item]/min, but regardless
it's not
is it not though?
by your logic, Hertz would be the same as seconds
That should be Hertz btw.
wouldn't that only be two parts of an equation?
a third is missing
60Hz for example, 60 t/s where t stands for times (aka. repeated action)
60s is just. 60s, there's no 'times' present
I studied physics for several years now. there's no point in arguing about units with me
1Hz = 1 s^-1
there's no t
1 divided by seconds
and it's measuring how many times a thing happens in one second
it's how many times something happens per second
many (amount), something (the thing happening or in my earlier example times) and second
not second, inverse second
just like item rates are in ivnerse minutes, not minutes
there's no t unit
s^-1
I think my mechanical engineer(-ing student) brain is too small to properly deal with this 
I'm gonna be honest I'm js trying to figure out my own way of thinking here
I think this is
probably leftovers from theoretical mechanics where if you see a unit, you can basically imagine it as just [amount]*[unit]
so 60m*N would be equivalent to 60*N/m
it's not
since you divide by meters on both sides of the "equation"
never was
We all do think very differently and we are being forced to use a common language to try to convey things we mean but often gets lost in translation.
The moment we gain the ability to read each other's mind and what we actually mean would be a revelation.
In the mean times we're here suffering. Much love <3
then
newton-meters and newtons per meter are completely different units
how do you express 60m*N with m on the right side
60 Nm
I know those are different
you just said they're equivalent
since it's not. 60 meters times newton
it's 60 times meter times newton
it's only 11pm how is my brain already this fucked up

good god I'm gonna be hopeless during dynamics
actual
walnut-sized brain
in that skull of mine
is there a way to make a pipe only flow if the line its connected to isnt flowing at full speed
got some recycled water but some reason its not a perfect flow /min
not reliably
I found VIPs reliable enough
https://youtu.be/ZwO-F82sYE4?t=612
reliable enough until they stop working and nobody can explain why
From trivial to sophisticated, here are four different methods for recycling byproduct water in Satisfactory.
For completeness sake, I will say that there is a fifth method: Send the byproduct water to a different production building (e.g. a refinery on Wet Concrete or a coal generator). I did not include this in the video because I wanted a so...
I mean the easiest solution is not mixing the 2 sources of water
just have 2 separate groups of refineries using the water
mine always worked fine 🤷♂️
even with input and output disruptions
why didn't this one?
nobody has been able to give me an answer, and if you can't answer then i would argue that it's not reliable enough
it's not built in a way that I build VIPs
I've heard that some pipes need to have approximately the same length for it to work
so considering my VIP worked in this scenario, I can only say that this one is probably built wrong
that's my standard VIP
I just built a test setup, cut off the bauxite supply and it recovered just fine
same with filling up the scrap
better pic @crimson moat
recycling water is very easy if you keep it split
it looks like you're trying to merge and split the solution? if you're having flow issues I'd guess it's there
Oh, and also, for all the 600/min pipe deniers, this setup contains a 600/min pipe that works fine just fine
Actually, the requirement might've been equal head lift, not equal volume? I don't remember
If you can make a manifold of 80 turbofuel gens on 1 pipe then you'll be the first
I found a good use for buffers
It's a bit dumb but it's a good fix to a problem that i actually ran into, due to building with some constraints
Sulfuric Acid > Non-fissile Uranium loop (1 water = 1 acid = 1 water)
Constraint #1 - sulfuric acid refineries and non-fissile uranium blenders are far apart
Constraint #2 - interconnection between banks of machines is under the floor
these create a problem.. there is a huge underground pipe making up almost the entire pipe system volume. If that pipe is say 98% full, all of that 98% is below the machine intake, so the machines can't run. With bursty inputs and outputs this could create a stall or clog if the liquid level falls below 98% or hits 100% locally.
With buffers at/above the machine intake though, instead of the acceptable zone for flow being with pipes 98-99% full, that ceiling is raised and it's something like 98-139% of the initial pipe setup instead which will feed the intakes and also not clog. That also makes it very easy to load say 120% into the pipe system and have +-20% room for clogging or stalling instead of +-1%.
Yes, you can do this with pipes too - you always can, a buffer is just a fat pipe.
but it performs a useful function in densely expanding the amount of liquid that is in the system and expanding the operational range without clogging or stalling. Without it you need a very specific amount of water and nitric acid or this system will clog/stall, it may even do so with very specific numbers. With buffer above intake level and a pump you can be plus or minus a few thousand m3 and it's fine, instead of +100m3 clogging the system and -100m3 having the fluid not quite rise enough to reach their machine intake.
Any ideas why the space elevator has six inputs, when one would be more than enough for the speed it needs items input? Was there an older game mechanic where each item you need to send up requires a separate input?
it looks cool
The space elevator asks for multiple parts, so there should be multiple inputs for each factory line
Otherwise, once a certain part is completed, a single input line would clog
I just merge them all into a single belt by the time they reach it, since they already overflow into a sink
But yeah I guess that's a good reason
If not using a sink
Sink won't help
imagine if we also have input to feed the milestone hub
As it will get stuck on the belt past the smart aplitter
Oh true, like if you're just constantly outputting everything
rare case where programable splitter could be good
Also won't help
modular space elevator
final step of the modular frame production line
bet heding? I don't think the inputs are very useful anyway. I don't know anyone who feeds space parts by belt
I feed them by belt, but only from the current manufacturer that's making that specific part
(One part at a time, then a I rejig the Project Assembly factory for the next item)
seems like more work than just carrying the right parts over tbh
im currently on hour 3 of planning out my next save, I almost have all the production of the space elevator planned out, now i need to do power planning and resources for building. it takes over 2.5 minutes for it to adjust calculations though
why does it take that long?
interesting
i assume you mean to calculate
when i had it set to automatic, yes, i changed it to manual and now it just does it immediately again
i feel like auto is worse cuz it doesnt work for recycling
it always set everything to 0
I managed to lose 10 plastic, i like cannot find it in this web anywhere
i probably put it down in an outpost somewhere like 5 minutes in and donjt rememember
try this, just turn Converters off or unclick the conversion recipes https://www.satisfactorytools.com/1.0/production
ik satisfactory tools exists, i like modeler for this though
for example, first pic is auto, 2nd is manual
it always set you to 0 which is frustating
but manual gives you the actual number for fresh water
which is kinda ironic
as soon as i find the copper ingots in here, this is what ive mapped out for everything to do the space elevator in my next save
These?
thats for copper powder in nuclear pasta, im trying to figure out where something needs 63.78 copper at
That's the only Copper Ingots visible in the picture you sent here
Why not leave ores/ingots outside the outposts if you don't want to lose track of them?
I just forgot to put that one as an input for the aluminum factory, Ive been making sure all the raw resources are visible on the outside
final spaghetti for the space elevator
time to setup some dimension depots in here to take some resources for building. After that I get to make the power setup and work on the MAM things
im starting to think this game is to complicated for me 😭
only if you let it be
Hypothetically if I transport uranium by drone, will it fly far-enough off the ground (aside from the start and end drone ports) that the radiation won't hurt anyone not wearing the hazmat suit on the ground?
it should
I've had drones flying straight through unrelated factories that just happened to be in their way
The pathing since 1.1 seems to be much better
ficsits gonna hate me after this one
how long would that last 
Tbh, the worse part of transporting radioactive stuff are the stations/ports themselves. Even a train full of radioactive stuff zipping by is not enough to give considerable harm, unless it stops next to you
(I'm guessing it's just for organization purposes in the planner xD)
im just storing waste in this save, building a huge warehouse for it and calling it a day, that depot would last i think 10 minutes
Hmm really? In that case I might train the uranium from the normal node I'm going to use, and just drone from the two difficult impure nodes.
not really a concern as long as you have iodine filter
The concern is if someone is nearby who doesn't
make 5/min and you never have to worry about radiation, idr the exact reason
the more annoying thing about radiation is its tick sounds, anyone knows what setting to mute it?
I have iodine filters automated, but I don't want to have to rely on them
(When I'm not actually near the nuclear power plant or the uranium mines)
It'd be nice if the ticking only happened if you're unprotected
I wish I was a wordcel so I could translate this into a visual
HI guys, I'm finally starting preplanning some of my builds and wanted to hear what people thought of this model, I know it's innefficient, but I font feel like running all the water necessary for heavy oil residue (also the fuel packager is just a placeholder for now, overflow will be sinked if necessary)
not sure what is inneficient about it? hard to see what it's doing though. Modeler isn't really good for sharing plans or conveying the process
I mean it's definitely oil inefficient
900 plastic and 900 rubber only needs 600 oil
If you want to add 450 fuel as well, it'd be 750 oil
You're thinking with the heavy oil residue alt recipe right?
if it's making what you need and you don't need the oil for anything else it's fine
there's more resources on the map than your computer can physically handle in processing. so it's really more about what is available locally and what you're willing to transport
Heavy oil residue, residual rubber, diluted fuel, recycled rubber, recycled plastic, and nothing else
you can use all least resource effficient recipes in the game and still easily finish phase 5 and do large builds
you just likely will have to be willing to import a fair bit of stuff
I'm making a main bus design kinda like the ones popular in factorio, even though I know it's not very popular, but I dont mind shipping things, I just really dislike water
main bus is practically pointless in SF, the two games are very different in terms of playstyle
by bus do you mean just a bunch of belts?
or actually mixed belts?
Yeah I just hate the water shipping
if the belts aren't mixed items then it's just regular manifolds stacked on one another
Why would you ship water? Almost all oil is near water
I know, but I got tired of my first base and just wanted to create one collected factory
Ok yeah I didnt consider creating the products on site and then shipping out the products, though I realise now that it is much smarter
which is also why in general it's not recommended building in one place, but instead spreading your factories all over the map 🙂
Yeah I know, but I still want to create a bus, so I'll just ship the plastic and rubber back to the bus
I mean you do you, you've been warned 😛
again, if it's just stacks of belts carrying one item type each ... it's nto a bus.
you just have a bunch of manifolds are are taking up more space than needed
gtiven they said "like in Factorio", I'm pretty confident they know what a bus is
Ive had a lot of people whove have said the same thing and it's just single item belts xD
it's still a bus if you use it to split to factories and merge back products
Belts have a too low throughput and there are too many different item kinds for a bus setup to be a good idea imo
but that means having those products on the same belts? which basically no one ever actually does
no, on different belts is fine
Do you even know what a bus base in Factorio looks like?
that's really no different than a manifold with branches then
the difference being "merge back products onto the bus" (meaning either adding belts or merging into existing belts that have given item)
so complicated injection manifold?
not sure what do you mean?
if it's about merging items/belts along the way it just sounds like an injection manifold?
a "bus" is series of belts that distribute materials to factories and collect products back on them to use them for future processing
doesn't that require mixed belts?
that just sounds like a bunch of stretched manifolds stacked on one another then
you add more belts if you make new products
Doesn't even need to be variable. It's also useful if you don't want to do the math to ratio everything
very old screenshot, but example in Factorio
like that's just 2 manifolds.
belts go in the middle from right to left, when you need resource X, you split that from a belt that has it, use it in a machine and product of that machine gets merged back onto the bus, either to existing belt that has the product, or a new belt
yes, a bus is essentially a few manifolds
I don't really see the point of a name for it then if it functionally isn't any different than manifolds layed out inneficiently
I thought the whole point of the buses in factorio were mixing all the tiems up so any machine along the lines could pick up whatever they wanted
That's sushi
no, that's a sushi belt
stuff can be two things
it isn't tho 🙂
Why have a term for bad manifolding then?
well in it's raw form, a bus can be imagined as a big box, every machine taking ingredients from it and putting their products back in. Something like a central item provider
the "problem" in factory games is that you practically never have a big enough box to do this, so you use belts instead
It's not bad in factorio lol
the term predates factory games, it's origin is in computer hardware - a "bus" is basically a data line that runs through [hardware], to which components can connect and read from/write to
and since that's basically what this build style does, it was given the term "bus" for it
"manifold" is a term given to a belt that distributes resources via overflow method (in SF)
I don't really see much of a point to naming a group of manifolds then.
because it's not "group of manifolds"
it's "build style where resources are placed on centralised belt stack, machines built next to it, taking resources they need and merging back products on the belts"
and I'm not writing all that when I can just write "bus"
"group of manifolds" is way more generic and like 95% of what it would cover wouldn't be a bus
but each belt on bus is just a manifold with many branches isn't it?
(and THAT is the distinction that some people and/or streamers/youtubers get wrong - they say a "bus" is just stacked belts transporting resources from A to B)
well yes, but in the same way you can say "manifold is just a few belts" and generalise even more
a bus uses manifolds for part of its functionality, but not all stacked manifolds are busses
when would a bunch of stacked manifolds not be a bus though?
cause sure, a bunch of stacked belts going from A to B isn't a bus, but they aren't manifolds yet either
if you just have 3 manifolds feeding a line of smelters for example?
how many manifolds do you stack until you can call it a bus xD
or if you don't have an actual central bus, but just manifolds across your whole base
but then they aren't stacked up together
and aren't a bus, yeah
this is the basic principle. M = machine(s)
if that's what your stacked belts are doing (being central point for getting any resource from and putting any resource on), it's a bus
some people in SF (and probably in Factorio as well) built circular busses, meaning the belts loop around, so at any point you can take a resource from/put a resource on the belt and it has the possibility of reaching any other machine (that needs it)
so really the distinction is that you have to have incoming manifolds going to the bus
i like how big you made the bus, normally I make the manifolds big
as well
Oh sh*t I went for a smoke and seems I missed a few things
just breakign down the idea of a bus
I think a better name at this point is just 'bad manifolding'
in Factorio it's much more useful since:
- intermediates are used in way more things (not tiered like in SF)
- you have to craft actual machine-item (in SF you build constructor out of ingredients, in Factorio you make actual constructor item and building a constructor costs one constructor item)
- production is variable (miners run out and can get boosted by research)
- consumption is variable (Factorio doesn't have sinks, and science [research] has variable consumption, and malls exist [see above] )
and i think you're just stupid
well the distinction is "is the purpose of the build to provide central point to access resources"
because buses are very useful in factorio
i don't like having a manifold as a bus
if a manifold is making parts for 2 different manifolds, then each manifold gets its own belt
if I'm making rods for screws and for frames, I'd have a belt for the screws and a belt for the frames
then that's not a bus
a bus just means you have a central location where all the logistics happen
a way withought a bus would be doing a whole chain at a time
a smelter into plates
then a smelter into rods
rods into screws
plates and screws into rips
and that way you won't make many manifolds
this is a bus
This is a bus
Those vertical towers are cool
But how do you climb up easily
you dont
you hoverpack
they are really nice with auto connecting blueprints
but they kinda destroyed my fps since theres a lot of overhead belts that you wouldnt normally need
Idk that this explicitly qualifies as math and meta, but I've never seen any mention of discrete rounding values for valves until now. https://youtube.com/shorts/wEpylc1WHdQ
Valves in satisfactory have really weird behavior that makes them not the most useful thing. Heres a breakdown of the math and how to use it better.
last I checked, only the flow display is rounded. the actual flow is not
well, other than being able to set a value with only 1 decimal place of accuracy
the valves only have 128 values they can actually let through
valves suck
no, they have 128 values they can display. but 6001 they can be set to and actually allow through
this is apparently not true anymore
it however doesn't mean they aren't useless can can often cause problems
So valves are less bad now? Wonderful I'm planning some overflow complex bullshit just so I don't build a square factory
that's not true now, that was true before (iirc in 1.0)
valves are less bad in terms of limitations, but they are still practically pointless
I tested valves in 1.0 and 1.1, and in both versions they behaved the same - 6001 actual settings, 128 allowed display values
Haven't tested them properly in earlier versions - it's possible they always behaved this way
idk where the change was, afaik it was undocumented
idk, I'm saying that I cannot say if there even was a change
and if it was, it was between U8 and 1.0 at the latest
that was confirmed by multiple people who know what they are talking about
(aka reading save files and such)
well, I tested it by tracking a buffer's fill level over time. it filled at the rate the valve was set to, not at the rate it was displaying
yeah but that was after the change
I'm talking about the actual limit seen in save file
and the change has been confirmed in save files as well?
there has been change in save files where the property is no longer a short, but now [whatever] which can hold more values
don't quote me on specifics, bcs I've just read modding people saying it
float?
a value type used to represent decimals in computers
i knmow what it is
i was aking if thats what he was referring to
ah sorry
np
the number that gets saved in the valve, thats a float
seems like a waste of bits
if you think that then you would have loved the previous way valves worked
there's only 6k possible values anyway
there's a difference between 13 and 7 bits lol
i think theres other places to look for optimization rather than "why does the valve use a float and not an fp16 or an int"
or whatever heck OTHER value type you could pick
(lets be real tho, how many people use valves anyway)
also, even with that, the flow rate pipes use is a float anyway
so they can just directly input the value we enter as a flow rate for the valve and do math with it
And since every single pipe ever saves flow rates when you save the game....
it makes more sense to treat the valve like a pipe too then. perhaps the float values are all compacted or something during the save process
either way, pipes are already float. Valve is a modified pipe, so it makes no difference
in fact... every single value you can think of thats related to pipes is a float
head lift too
Is there a better way to handle the DMR here?
APM production sends DMR to Ficsonium and then the DMR that creates turns into DM crystals to close the loop
use a mix of DM trap and DM condensate to achive 0 residual DMC ?
I'm using 4 sloops for the DMC at the end as is
And I realllly didn't want to use the sloops as that is over the 103 limit and that already kills me inside
105
103... 106 in the world minus 3 for MAM research
Hey , I am facing an issue (currently planning an 35 alien boost/per minute factory) so I have to move crazy amount of ressources ! Can a train handle like 27 720 limestones per minute ?
I suggest reconsidering your recipe choices first. 27k is way more than I needed of any resource for my 50 APM/min factory
But in general, yes. Trains are capable of moving 100s of 1000s of items per minute along a single pair of rails. But you may need multiple trains and stations
I can show you the plan
you can easily just add more cars
my personal recommendation is one car per belt (correctly buffered)
But I kind of running out of coal for my project so I have to consider other choice
skip the mam research if you don't need to scan for them or build a power thing and it's `105
With 27k, I'd try to squeeze out as much as I can from a single platform/wagon. 50% more wagons or whatever is a lot at these amounts
eh, cars don't really add many issues, and long train is "objectively" cooler than short train
I'd rather have excess throughput on the line in case some delays happen
.. that's.. no
You need the research
You technically don't. Or at least just the APA is definitely skippable. Not sure about the sloop scanner upgrade
Ok mate !
some min/maxer in here says just doing the sam tree unlocks it. so you don't NEED it
I can't confirm that, because I've never not done the research
but if that's true. 105
if that's not true, you can still skip the power thing and get 104?
With max nuke and other factory I will have coal issue I think
How I read this is you can get the APA without researching the APA?
I just wanted to know if there was any better way of doing this
production amplification (slooping) is unlocked in alien tech tree with 1 sloop, prerequsite being alien energy harvesting (no sloop needed) and sloop analysis (1 sloop needed)
With depart when empty/full, you'll have enough room for delays and still get the full throughput
depart when empty/full doesn't help if the train takes longer than it can
Is the sloop analysis required, though? Or just either or
have you tried doing just the sam tree? someone said just the sam tree will unlock both lower sides
and the top is just if you need to scan for them
from wiki it seems it is. And if it's not, you still have 1 sloop cost for the actual unlock
yeah, 1 sloop cost of the 106
One of y'all can literally test it in a nocost test world in like 2 minutes
leaving you at 105
This
i'm at work. i'm only here to argue
sloop is in SAM tree tho
theres no sloops in the middle tree where you use sam
well most people call the whole thing "SAM tree", so that's what I was going from
it's the alient tech tree. but i meant do the middle branch only and i have seen claims that unlocks the bottom parts of each side
wiki doesn't seem to claim one or another, so I guess you have to test it
I'll just take this is the best I can make it then
Considering how the rest of the MAM works, I'd say "or" is the most likely unlock condition. I'm not sure if I've ever seen "and", but then again I never paid it much mind
just thought I'd come back to this and say that the 600 fluid/minute manifold is managing pretty nicely, there's only a handful of refineries out of the 350 that aren't at 100% efficiency but by the looks of it that's just a matter of time till that goes to just being fully online
OR/AND is specific to specific schematics and is seen in docs.json, there's definitely both and it's per-schematic setting, not a generic thing
the alien animal meat tree has some and logic. i can't remember if you need all 4 to unlock the dna node or or some weird combo, but it's definitely not any of the above
You need at least 3
o7, never used more than one train before so i dont have a clue how this works,
how can i get the yellow to join that line without there having a chance of the red train crashing into it while its joining?
signals
where do i unlock those, the mam or the hub?
hub
Yep, only one node is required
that tree is fucked up. you need spitter protein specifically. for some reason
yeah as I said - it's different per schematic. Wiki could use some info on which ones are and aren't needed I guess
the requirements on the wiki need work in general. I manually checked and fixed all alt recipe requirements but they got reverted a few weeks later
well they are automatically exported from docs
so on a new game version with docs changes, they get overwritten
incorrectly apparently
blame docs
or the docs are incorrect
(though it's possible that there's error in my parser script as well, but I don't really think that it could just make up different requirements tbh, given it just reads the field in docs)
most (all?) alts that have more than one unlock requirement, the requirements are ANDed, not ORed
and yet the wiki puts OR everywhere
in general, you shouldn't edit the .json files on wiki
looking at the docs file in general, there's 59 ORs and 210 ANDs
default recipes have a lot of ANDs
there's not a single AND in the alt recipe table on the HDD page
should be there for iron wire, cast screws and distilled silica (unless ofc those only require one schematic, at which point it's pointless to look at)
yeah I just filtered docs by "all alt schematics that have AND"
what AND would those two have?
well the property in Docs is called "mRequireAllSchematicsToBePurchased"
I'm just filtering whether it has "true" or "false" in docs
i see
well, in FModel, Cast Screws doesn't even have this property at all
and neither does Iron Wire
I guess "true" is the default value then, as the property appears if there's entry in `mSchematicDependencies"
(I'm going through my old code and trying to figure out all the parsing logic, I do not remember this thing from top of my head lol)
But Cat Comp has True in FModel, but OR on the Wiki (idk about docs, idk what those are 😅 )
docs is basically automatically made export of the thing you're looking on left side
they are found in [game install]/CommunityResources/Docs/[lang].json
for example, this is the same entry as seen in Docs
that's what I'm trying to figure out lol
the code that converts this to wiki format is like 200 lines long and I've written it like two years back 😄
(and has been working at that point, so idk what changed)
well I've found the reason why there's OR, but first - is it wrong? looking at the wiki entry for caterium computer, it says you either unlock it in MAM or in T6, isn't that correct?
in the docs, and in FModel, it says that all dependencies are required. From my (admittedly short) testing, that setting does what it says
I could check it again with some test recipe to make sure
well... it's a bit more complicated than that
long text incomming on what's happening, sec
I just booted up a test world with all Tiers unlocked, all alt recipes unlocked and NO MAM research. The Cat Comp recipe is not unlocked
But after ticking off MAM research as well, it's unlocked
Without the tiers unlocked, Computers aren't even in the Codex
So I can only assume it's Tier 6 AND Caterium Tree
tried playing around with the paths / blocks and couldnt seem to figure them out, where would I have to put my blocks / paths for this to work?
[sorry for cutting the great wall of text that is to come]
in general:
paths before intersections, blocks after intersections (if rails cross)
blocks before and after stations
blocks every 100ish meters on straightaways
i see no issue with that tree,i got big beef with spitters
literally worst enemy to fight
maybe i can show some sections of my rail as an example
or i could just draw,holdon
Like this for the intersection?
blue being path
pink being block
Wiki schematic unlock export
oh, another warning. When you have a block signal, then a path signal, in exactly that order, the distance between them needs to be longer than the breaking distance of the train passing through. Otherwise, it'll slow down
i will only have the 2 trains running with one train starting at the bottom station and one from the left station but both meet at the top station, however the bottom and the left dont visit each other so i should be ok against that right?
@humble dirge
one must imagine following this rule
that junction is so cursed
true! i'm a horrible artist
i will screenshot one in-game rn

fuck it we ball
hold on i gotta drop the funny intersection i have
it all works
if this helps at all
the colors are very similar and I thought they were the same
@unique cypresscursed?
except mine only flows like so
why not make them on different heights with this intersection?
it is unpractical for me but very practical for you
everything has been on the same level so never really thought about it tbh
it will improve throughput
it'll slow down the train tho
the most efficient intersections imo are tiny, flat ones
so the trains are in and out asap
also,factory complex railway junctions,AKA hell
true!
but the slowdown is compensated with non-wimpy locomotives
wait is it better to even put blocks/signals on long straights?
yes. block signals
so blocks everywhere and then signal at the start of an intersection?
the more blocks you have on a piece of rail the more trains can fit
yes,block signals at commutes,path signals at intersections
so if you plan to have a "main highway" then you should have blocks everywhere
only start or also end? of intersection?
only start
see this
sorry I'm about to start with a big train network so this is good to know
its fine
^
^
how long should 1 block be?
by the way,@burnt folioare you going skybridge or supports
100ish meters is fine. But the shorter the better theoretically
how long your trains will be?
supports
ehhh... currently my biggest train would be steel mill with 1 locomotive and then 3 cargo sections
I'm bad with in game measurements ^^'
but one foundation should be 8 meters so 12-13 foundations right
a max length track is 100m iirc
i'd vouch for 15 or 20 foundations tho,just my preferences
i'll check rn
I mean I'm working with bp's made on MK2 so... my tracks aren't 100m sections ^^'
taht is the current track section I'm working on
99m
that factory sure looks nice
in simple terms a signal after every 2 blocks without signals
since I work with BP, should I just put a block on my long ones? ( which is 5 foundations )
or just manually put them on?
despite what some people say, I don't see any issues with densely spamming signals.
so i'd say putting signals in the blueprint is fine
what do some people say?
that the block signals should be placed as far apart as the longest train
and that it helps with deadlocks somehow?
But i've been placing my signals willy-nilly and I've never had issues with deadlocks
it might be an issue if you have stations immediately after an intersection
I mean this one will be quite a decent amount away from an intersection so I can't imagine it being an issue with trains backing up intersections
wait you can put block signals on stations? why would that be needed?
so a train stopped at a station doesn't block the rest of the track
there can be only one train between block signals, no matter how far apart they are
ohhh that's fair
i have two blueprints for track-with signals and without
i go 4:1 with them
40m long blueprints
TBF I have could also only place them on the support tracks, that would lead to similar things to this and on the long sections there would be about 8 foundations between signals ( and it looks good, I'd hate to see a bunch of these on every section )
if i were to do a fuel gen setup would i want heaavy oil residue,plastic/rubber,or polymer resin as a by product
the best recipes for fuel production are Heavy Oil Residue and Diluted (Packaged) Fuel
alright thanks
how do i smart splitter overflow pipes if that makes sense
why do you need that?
a vertical junction
i have 4 sets of 600/min pipes and one 450/min and the modeler is showing that i can use 20 refiners but the refiners are using 137/min meaning i can only do 3 refiners for the last 450/min pipe
for reference
clock the refineries so that each pipe feeds the amount it can
then i have a weird number of refiners to work with
no reason to do any kind of balancing/overflow with pipes
wait im stupid
yeah i am if i just do 250% it takes 150 oil per minute and leaves the amount of refiners as i said above
what are the point of valves
none
yeah they seemed that way
please dont use that much oil for just normal fuel i begg you lol
True, you could make that much fuel from just 712.5 oil
the type of fuel was my point but sure
Nah, regular fuel is fine
Sure, rocket is less effort but regular fuel is piss easy anyway
i dont have blenders yet
If you build in a spot with all resources available, it's less effort per MW than fuel
You don't need them. Diluted Packaged Fuel is made in refineries
you dont need blenders for turbo
Turbo is more effort that fuel
Unless you want the oil efficiency and don't care about anything else, turbo is dogshit
diluted needs blenders?
turbo is too hard work and id rather use coal for steel
there are 2 recepies
I literally said diluted packaged fuel
one with and one without packaging
i didnt think there was a difference
Same oil efficiency, different machines
its realy not but sure the struggle to learn efficiency is real lol
also this is making 50GW so this is fine until i can do normal diluted fuel
this ones doing 170GW btw
is there any way I can "calculate" how much of fluid will a train take to a place?
Like I wanna build a huge rocket fuel powerplant, but I need to know the amount of oil per minute that a train (or several) will bring to the powerplant. Is there any way to have an estimated amount?
!wikisearch tutorail:+train+throughput
Well, I can't spell
But it's the first result anyway
For fluids, stack size is 50, and obviously use pipe speed instead of belt speed
yay study time
How can I achive a 30/40 split?
Cause I need a belt of 30 and a belt of 40 from a 70 belt
the easiest way is not to put 70 on the belt in the first place
like, have some machines put 30 on belt A, and some other machines put 40 on belt B.
that is kinda funny, you requested a tutorial on trains and misspelled tutorial by making the word end in rail
I got 2 miners at each 30 iron/minute
Than they both merge into a smelter at 60 iron/min
Split into 3 parts
left side is rods that turn into nails
middle is plates
right is rods
The rods and nails are split into a assembler for the motor
The people of math and meta I need help with my coal set up, first time playing so struggling to find the correct ways of doing things but this is a setup I have for my coal power plant would this work for optimal flow?
How many smelters?
1
A single smelter takes 30/min ore and outputs 30/min ingot
So you’ll need 2 smelters
i got 1 with 2 power cells i mean
If those are 4m foundations you’ll need a pump
Ah you already have a pump set up
What’s the clock on the extractors?
Yea pump from the middle one which should hopefully not only split the flow but allow me to pump it up
100%, as it's 3 pumps per 8 coal power plants to my knowledge and I only have 4 set up right now waiting on more rotors to be crafted for the other 4
im gonna restart my farm 1 sec
You don’t have enough iron rods and nails going into the assemblers, just the rotors alone will need 100/min screws and 20/min rods
You can delete the other pipe and just use a single one to feed the generators
It's doubled for a reason
Or not… that’s 360/min I was thinking in mk2 pipes lol
But yea I used a similar set up for my coal generators, it should work fine
Junctions also work as splitters
That looks pretty good.
For pipe simplicity and margin i do prefer something like this #math-and-meta message
Yea I already calculated it lol, found a very simular build on Reddit and just used it
I mean I already thought of that but the fact that this is to rebuild my main factory and transfer my bio-mass to coal generation it wouldn't be appropriate
I don't see why not
for your current build, since it does rely on interconnection between multiple water exactors, 1 pump on the middle extractor before the junction might actually be sufficient
One pump can work on a million pipes as long as it’s downstream of the pump
It's up stream for aesthetic purposes 😭
Hey I need help with a recycling set up
I like my designs aswell as functionality
dm me 😄
Hold on let me gather my thoughts for a second
Might take a bit
I’ve been playing for 2 hours so my brain is fried
How do i know how many circuit boards i need to make?
figure out how much of the things that use CBs you're making
in general don't try to future proof, it'll just be wasted effort.
gang I think I went too far preparing for heavy modular frames
I finally worked out every last problem with my 2400/min RIP factory (mostly fluid bugs) and it just occurred to me that the modular frame production for the alts I'm using is really difficult to set up
I have the alt for RIP that uses rubber for example, which takes 768 machines, but to turn just 100 RIP into modular frames with the Steeled Frame recipe requires 50 assemblers
but on the other hand, 50 assemblers make 150 mod frames, which only makes 56.25 hmf
I could (but wouldn't) turn the whole RIP factory into mod frames to have 3600 mod frames/min, which would make 1350 hmf, but then I'd also need thousands of all the other ingredients
btw I'm not even in phase 4 yet
If that’s all vanilla, your scale of item/minute is really high.
Yeah probably
But also the potential is crazy for the iron products I could make from this
I'd personally only build what I need now and don't build "in advance"
Why would you even need 2400 reinforced iron plates anyway
to make 4 HMF pm
How does this look?
Uranium:
https://satisfactory-logistics.xyz/factories/calculator/shared/pTFi4Ecb3ytg7ec6Qy4whX
plutonium:
https://satisfactory-logistics.xyz/factories/calculator/shared/tTd6PZYJFoeErDkvTMfTMx
A web tool to keep track of Satisfactory logistics (by train, drones, vehicles), setup inputs and outputs between factories and see where items are consumed.
A web tool to keep track of Satisfactory logistics (by train, drones, vehicles), setup inputs and outputs between factories and see where items are consumed.
It’s time to talk circles here xD
375GW
Uses 800 uranium
No ficsonium, I plan to store the plutonium waste until further notice
Back to tools I go
I’m just gonna give u a little warning…but fertile uranium is technically a terrible recipe lol
It’s good if u really don’t wanna bring in silica
The alternate?
What do you mean?
Ohh
It’s not an issue for me, since I’m using less than half the uranium in the world
0 plans to expand in the future
Oh then ur good lol
I went for that one just to avoid building more uranium reactors
For a lot of ppl who want to have zero waste plants u basically can’t reasonably burn all the plutonium fuel rods bc there isn’t enough SAM to make it all ficsonium so a lot of those plants generate most of their power from uranium so it’s important to maximum uranium for those ppl
Technically I’ve used fertile uranium alt in one of my reactors but I was more focused to trying to make ficsonium rather than generate power (bc a rocket fuel tower is just better lol)
Also with the plutonium pellet recipe I can save on uranium by using the uranium waste to make pellets
This boosts encased plutonium cells by like 20% in terms of uranium
I’m just gonna say if u don’t plan to deal with plutonium waste I’d advise against making/burning too many plutonium fuel rods lol
I’ve never seen anyone use more than 300GW tbh so I’m just probably way over building here